this.name					= "FuelStation";
this.author					= "Thargoid";
this.copyright				= "Creative Commons: attribution, non-commercial, sharealike.";
this.description				= "Script for fuel station";
this.version				= "1.21";

this.shipSpawned = function()
	{ //  line the station up with the route one. Code borrowed from Anarchies for convenience.
	var targetVector = system.mainPlanet.position.subtract(this.ship.position).direction();
	var angle = this.ship.heading.angleTo(targetVector);
	var cross = this.ship.heading.cross(targetVector).direction();
	if (oolite.compareVersion('1.73') <= 0) 
		{
		this.ship.orientation = this.ship.orientation.rotate(cross, -angle);
		}
	else 
		{
		this.ship.setOrientation(this.rotateQ(this.ship.orientation, cross, -angle));
            }

	var traders = system.shipsWithPrimaryRole("trader", this.ship, 50E3)	
	if(traders.length > 0 && worldScripts["FuelStation-Setup"].extraB && traders[0].AIState == "HEAD_FOR_PLANET") 
		{
            traders[0].script.checkFuelStationDistance = this.checkFuelStationDistance; // attach function to script.
		traders[0].script.checkUsage = this.checkUsage; // attach function to script.
            traders[0].setAI("fuelStation_gotoFuelStationAI.plist");
		}
	}

this.rotateQ = function(q, axis, angle)
	{
	return q.rotate(axis, angle)
	}

this.playerDetected = function()
	{
	this.firstMessage = true;
	this.fuelTransferred = 0;
	if(this.scanTimer)
		{
		this.scanTimer.start();
		}
	else
		{
		this.scanTimer = new Timer(this, this.locatePlayer, 0, 0.50);
		}
	}

this.locatePlayer = function()
	{
	if(!this.ship || !this.ship.position) // if the ship no longer exists but timer is running, e.g. if player has jumped whilst near a satellite into a system without one
		{
		this.playerGone();
		return;
		}

	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
		{
		if(player.ship.fuel < 7)
			{
			if(player.credits > 0.3)
				{ // player in place, fuel tank not full and credit balance not empty
				player.ship.fuel += 0.1;
				this.fuelTransferred += 0.1;
				player.credits -= 0.3;
				if(this.firstMessage)
					{
					player.consoleMessage("Fuel transfer is underway, please come to a halt.", 6);
					this.firstMessage = false;
					}
				return;
				}
			else
				{ // not enough funds left
				player.consoleMessage("Insufficient credits remaining, transfer terminated.", 6);
				if(this.scanTimer) {
					this.scanTimer.stop();
					delete this.scanTimer;
				}
				return;
				}
			}
		else
			{ // Fuel tank full
			this.fuelBill = this.fuelTransferred * 3;
			player.consoleMessage("Fuel tanks are full.", 6);
			if(this.scanTimer) {
				this.scanTimer.stop();
				delete this.scanTimer;
			}
			return;
			
			}
		}
	}

this.shipTraversePositiveZ = this.shipTraverseNegativeZ = function(ship)
	{
	if(ship.isPlayer) this.playerLeaving()
	}

this.playerLeaving = function()
	{
	this.fuelTransferred = (Math.floor(10 * this.fuelTransferred)) / 10;
	this.fuelBill = (Math.floor(30 * this.fuelTransferred)) / 10;
	player.consoleMessage("Summary - " + this.fuelTransferred + " ly transferred, " + this.fuelBill + " credits charged.", 6);
	this.fuelTransferred = 0;
	this.fuelBill = 0;
	this.firstMessage = true;
	}
    
this.playerWillEnterWitchspace = this.playerGone = function() {
	if (this.scanTimer) {
		this.scanTimer.stop();
		delete this.scanTimer;
	}
};

this.shipDied = function(whom, why) 
	{
	this.playerGone();

	if(whom && whom.isPlayer)
		{
		this.fuelCount = (Math.ceil(Math.random() * 30) + 30);
		this.ship.spawn("fuelStation_burningFuel", this.fuelCount); // lets make this go with a bang!
		player.consoleMessage("CCTV beam towards the main station detected.", 6);
		player.score -=1; // don't condone vandalism!
		player.bounty += 20;
		}
	}
    

// below not used by stationscript but is attached to traderscript.
this.checkFuelStationDistance = function()
	{	
	if(this.ship.position.distanceTo(this.ship.target.position) > 50E3)
		{
		this.ship.reactToAIMessage("NEXT_FUELSTATION")
		}
	}

this.checkUsage = function()
	{
	 if(this.ship.target.position.distanceTo(player.ship.position) < 1000)
		{
		this.ship.reactToAIMessage("NEXT_FUELSTATION")
		}
	else
		{
		this.ship.reactToAIMessage("STATION_CLEAR")
		}
	}